LiF:Your Own (version 1.1.8.0)
by Arrakis » Yesterday, 20:46
Patch notes (ver. 1.1.8.0):
New features and tweaks:
Added Christmas is feudal special set of craftable items - hats, boots and gloves
You can now bind yourself to siege tents and keeps. Resurrecting there will significantly decrease your resurrection sickness. Recommended to do only for important warriors in an events involving sieges/raids.
Implemented a shiny new GM robe, old GM robe is called "Believer Robe" now.
Torch can now be easily made out of basic materials and does not require naphtha. It does not require Demolition skill and deals VERY low siege damage
Added new weapon item "Siege Torch". Made with Warfare Engineering from naphtha, required Demolition skill, has normal siege damage
Added a loosen snow substance to avoid steep hills being created with snow
Added sow, cow and hind wild animals to the game
Decreased wild animals chance to inflict wound/fracture/stun
Removed ability to block with a pike
Defensive fence: damage now dependent on actual durability instead of objects weight
Boar and moose attacks damaging sector/reach increased
Wild animals should be properly animated on steep terrain tiles
Entities: loot, dropped objects, tombstones, corpses are excluded from "Inspect Object" ability
Shape ability is now back in Material preparation skill.
Mortar and pestle can now be crafted with a branch as other primitive tools
Implemented GM log in Database. May be handy for admins to monitor GMs activity
Implemented /JT GM command that allows a GM to jump on certain parts of any terrain. Also implemented /invul command, that grants invulnerability to a GM
Players should have a proper invulnerability buff, after log in and recall to home. Effect disappears as soon as player starts movement.
Adding support of Czech and Korean languages.
Bug fixes:
Players that have fallen under the terrain should be returned back to the surface automatically
Fixed rare crashes on tooltips
Fixed formations related bug that could result in a huge defense bonus making player almost invulnerable
Fixed GM camera jittering while flying in it
Fixed permanently sliding/hanging horses
Optimized wild animals navmesh. That should improve performance during maintenance, but might increase new world creation time
Fixed emotes sounds
Тема на официальном форуме: http://lifeisfeudal.com/forum/lif-your-own-version-1-1-8-0-t21928/
Быстрый перевод от гугл:
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LiF:Your Own (version 1.1.8.1)
by Arrakis » 45 minutes ago
In this patch, we’ve provided a fix to the crops growth algorithm, which was not calculating growth as intended. It now works as intended; crops receive growth increment once sunny weather changes into the shower weather and vice versa. All other types of weather are not taken into account. It takes 4 incrementations before you see the result of the growth (model change).
So let’s say that you have had the following weather in the last two weeks in game:
Day 1: Sunny
Day 2: Shower (+1 growth)
Day 3: Shower
Day 4: Sunny (+1 growth)
Day 5: Shower (+1 growth)
Day 6: Cloudy
Day 7: Cloudy
Day 8: Shower
Day 9: Sunny (+1 growth, you’ll see green sprouts)
Day 10: Shower (+1 growth)
Day 11: Shower
Day 12: Cloudy
Day 13: Sunny (+1 growth)
Day 14: Shower (+1 growth)
Day 15: Sunny (+1 growth, you’ll see fully grown crops that can be harvested)
After three more growth increments, fully grown crops will rot and disappear. So, as you can see, you need an ideal balance of sun and rain for your crops to grow faster. Spring and early Summer are the best seasons for crop growth, of course!
Plus, after this fix, crops should grow significantly faster now.
P.S. There are some minor tweaks to the skills progression speeds and stamina they spend.

Some visual improvements (1.1.4.4)
by Arrakis » Today, 13:32
Life is Feudal: Your Own
Hey everyone,
If you follow our development blogs, you’ll probably have seen that we’ve announced some visual changes in our game! If not, don’t worry - you can take a quick glance at those here.
This current patch brings those visual changes live to your PCs! Patch notes (ver. 1.1.4.4): New features and tweaks:
Reworked the HDR system completely. Make sure to try playing with different settings in the Video options menu
Nights have become darker now. Be sure to wield a torch before you go for a wander
Eye adaptation effect has been implemented. You can see it while entering or leaving buildings or darker parts of world
Ambient lighting has been tweaked to provide better visual quality in shaded areas
Added some more minor visual effects and improvements
Increased warehouses window size for easier inventory management
Repair ability duration changed from 5 seconds to 10-8 seconds
Fortifications are harder to repair now
Large repair kits are now 10x more effective than the small one
Added new trophies (boar, wolf, bull)
Reworked some existing models: Campfire, Forge and anvil, Potter's wheel, Quern, Deer Trophy, Masterwork vase, Vase, Winepress, Stone wall sections, Wooden wall sections, Loom, Bed, Bench, Chair, Decorated bed, Expensive bench, Table, Wall Shelf, Sleeping Bag, Throne, Wooden mill, Big Plaster house
Bug fixes:
Provided a couple of serious client side optimizations, which should increase your FPS in crowded areas
Some potential/rare crashes have been fixed
Fixed a vulnerability that allowed game servers to be crashed remotely (“Death Star” found by Alakar)
Short Pike and Long Pike "wall of pikes" attacks now works as intended
Новость на официальном форуме: http://lifeisfeudal.com/forum/some-visual-improvements-1-1-4-4-t20587/

A LOT of server and client optimizations in before the next MMO beta wave(1.1.3.1)
by Arrakis » Today, 15:35
Hey everyone,
Once again we want to thank our community for helping us to develop our game! Due to recent load tests that were performed along with our community members, we’ve managed to find some code that was not optimal. Fixing these code parts resulted in a significant server performance boost that can vary from 10% to 25%!
We’ve also implemented one of the highly-requested features by our community - an observe mode that can be used while running. Patch notes (ver. 1.1.3.1): New features and tweaks:
Implemented new Observe mode that can be enabled by hitting F3 (by default). You can now see terrain tiles altitude and block status while moving.
Buildings that were destroyed by decay or by siege damage now destroy all movable object on/inside those buildings. Items that were inside those buildings and movable containers are being dropped into ruins, but partially lost during collapse.
Server admins can now setup telnet remote connection to their server console by typing telnetSetParameters(#port#, "fullAccessPass", "readOnlyPass");
Updated wooden keep model
Bug fixes:
Managed to achieve a significant server side performance boost
Fixed a couple of model collision meshes to be more adequate
Fixed an overpowered “lance-slashing” combat technique that resulted in enormous amounts of damage
Creating screenshots should no longer slightly freeze your client
P.S. We’re still working hard with MMO bugs and fixes along with a new Guilds system that took us a bit longer than we’ve expected, to make it work properly. We hope that in a few weeks we will be ready to start wave #1 of the beta tests. Thanks for your patience and support!
Новость на официальном форуме: http://lifeisfeudal.com/forum/a-lot-of-server-and-client-optimizations-in-before-the-next-t20372/

Thanks for your reports! (1.1.2.7)
29 июля - Life is Feudal (Bobik)
Hey everyone,
Firstly, we’d like to thank everyone who has reported serious bugs, dangerous dupes and any exploits that still existed in our game, until this current patch!
Now, we are happy to say that they are all fixed (at least, we hope so!). Thank you for your patience and attention to detail!
Patch notes (ver. 1.1.2.7):
Bug fixes:
Fixed terraforming related tunneling dupe
Fixed substance dupe when using fertilizer
Fixed rendering of particles when the particles’ source is moving
Fixed some objects that were impossible to place/drop if they were damaged
Server should no longer crash when trying to destroy your own building on your guild’s claim
You can rotate the trebuchet properly now
Fixed damaged sapper charge to now blow up with enormous power
You can upgrade all guild monuments properly now
==============================================================
p.s. Наш сервер будет обновлен в ближайшее время.

Long live LiF:YO! (1.1.2.1)
22 июля - Life is Feudal (Bobik)
Hey everyone,
It has been some time since our last patch - some of you may have even started to believe the one or two doomsayers proclaiming that we’ve abandoned the development of LiF:YO for the sake of the MMO - yikes. We think the best way to prove them wrong is by taking action! So behold our latest patch!
Patch notes (ver. 1.1.2.1):
New features and tweaks:
Implemented a physics model approximation for movable objects. You can no longer hang them in the air or place inside other objects or walls. Objects without collisions (decorations mostly) do not follow these rules and still can be hung in the air. Objects in destroyed buildings will still hang in the air. We will properly make fall/destruction of such objects in the next patch
Implemented new rolling wind feature (Video) along with multiple groundcover (grass, rocks and crops) optimization
Every building now has siege damage resistance, depending on its type. Fortifications, for example, have higher resistance than civilian buildings
Decreased all abilities progress multipliers (20/30/45/60 percent for 1/2/3/4 tier skills). Demolition skill rises faster now
Updated prices and weights of different objects
Clay has a lower height difference coefficient now. You will not be able to terraform steep terrain walls with clay anymore
Tweaked repair kit prices and repair kits prices during repair process. Repair kit quality now affects repair process speed
Updated wheelbarrows and carts movement speeds accordingly
Reworked and optimized particles system for better quality and performance
Herbal garden harvest decreased(40->10). Herbal garden progress no longer resets after server restart
Beehives no longer collect honey from loosened soils (which have no grass or flowers)
Added new objects: Wooden wall square, Wooden wall defences, Wooden wall 45degL, Wooden wall 45degr, Walls with loopholes
Updated old objects: Wooden barbacan, Wooden gate, Wooden wall
Reworked terrain textures (more details
Added GM Robe (ID=1379)
Bug fixes:
Fixed antidote mechanics. It now properly removes poisons and provides poison immunity depending on poison and antidote magnitudes. Maximum poison duration is now 10 seconds
Fixed bug with incorrect poison magnitude calculation while stacking them in inventory
Poled melee weapons now properly track shaft and blade hitting nodes simultaneously
Fixed melee weapons passing and damaging through walls
Fixed a bug, which allowed a player to change guild’s heraldry multiple times while in game
When leader of a guild changes, roles are set properly now both for new leader and old one
Fixed sudden death while jumping on a gatehouse
Piercing bolt and stopping power crossbow abilities can no longer be applied on the same bolt
Working tanning tubs and drying racks can now react properly on abilities
Abilities can now be interrupted by a successful shield bash
Fixed arrows getting stuck in the water
Fixed a couple of bugs, where tools would not lose their durability
Soil and other terrain substances can now be properly dropped outside of inventory, ignoring other windows on HUD
Fixed a server crash while blessing other player that disconnects during the process
Ctrl + H no longer resets font size settings in GUIs
God’s mercy blessing will not be removed when logging back in after a disconnect
Optimized video memory usage
Fixed crash during client disconnect
P.S. since we’ve had a large patch today, we’ve decided to move this week’s Devblog update to Monday!